// Copyright (c) 2011 The Chromium Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. #ifndef WEBKIT_FILEAPI_FILE_SYSTEM_DIRECTORY_DATABASE_H_ #define WEBKIT_FILEAPI_FILE_SYSTEM_DIRECTORY_DATABASE_H_ #include #include #include "base/file_path.h" #include "base/memory/scoped_ptr.h" #include "base/time.h" #include "third_party/leveldatabase/src/include/leveldb/db.h" namespace tracked_objects { class Location; } namespace leveldb { class WriteBatch; } namespace fileapi { // This class WILL NOT protect you against producing directory loops, giving an // empty directory a backing data file, giving two files the same backing file, // or pointing to a nonexistent backing file. It does no file IO other than // that involved with talking to its underlying database. It does not create or // in any way touch real files; it only creates path entries in its database. // TODO(ericu): Safe mode, which does more checks such as the above on debug // builds. // TODO(ericu): FSCK, for a full-database check [data file validation possibly // done elsewhere]. // TODO(ericu): Add a method that will give a unique filename for a data file. class FileSystemDirectoryDatabase { public: typedef int64 FileId; struct FileInfo { FileInfo(); ~FileInfo(); bool is_directory() const { return data_path.empty(); } FileId parent_id; FilePath data_path; FilePath::StringType name; // This modification time is valid only for directories, not files, as // FileWriter will get the files out of sync. // For files, look at the modification time of the underlying data_path. base::Time modification_time; }; explicit FileSystemDirectoryDatabase(const FilePath& path); ~FileSystemDirectoryDatabase(); bool GetChildWithName( FileId parent_id, const FilePath::StringType& name, FileId* child_id); bool GetFileWithPath(const FilePath& path, FileId* file_id); // ListChildren will succeed, returning 0 children, if parent_id doesn't // exist. bool ListChildren(FileId parent_id, std::vector* children); bool GetFileInfo(FileId file_id, FileInfo* info); bool AddFileInfo(const FileInfo& info, FileId* file_id); bool RemoveFileInfo(FileId file_id); // This does a full update of the FileInfo, and is what you'd use for moves // and renames. If you just want to update the modification_time, use // UpdateModificationTime. bool UpdateFileInfo(FileId file_id, const FileInfo& info); bool UpdateModificationTime( FileId file_id, const base::Time& modification_time); // This is used for an overwriting move of a file [not a directory] on top of // another file [also not a directory]; we need to alter two files' info in a // single transaction to avoid weird backing file references in the event of a // partial failure. bool OverwritingMoveFile(FileId src_file_id, FileId dest_file_id); // This produces the series 0, 1, 2..., starting at 0 when the underlying // filesystem is first created, and maintaining state across // creation/destruction of FileSystemDirectoryDatabase objects. bool GetNextInteger(int64* next); static bool DestroyDatabase(const FilePath& path); private: bool Init(); bool StoreDefaultValues(); bool GetLastFileId(FileId* file_id); bool VerifyIsDirectory(FileId file_id); bool AddFileInfoHelper( const FileInfo& info, FileId file_id, leveldb::WriteBatch* batch); bool RemoveFileInfoHelper(FileId file_id, leveldb::WriteBatch* batch); void HandleError(const tracked_objects::Location& from_here, leveldb::Status status); std::string path_; scoped_ptr db_; }; } // namespace fileapi #endif // WEBKIT_FILEAPI_FILE_SYSTEM_DIRECTORY_DATABASE_H_